Vegetation objects normal / specular maps

ArmA editing, missions, modeling, textures, terrains

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Snake Man
Commander-In-Chief
Posts: 9833
Joined: 2000-07-31 22:01:01
Gaming Interests: ArmA, ArmA 2, Falcon 4.0 and OFP.
Editing Interests: All, I (try) to edit everything.
Location: PMC

Vegetation objects normal / specular maps

Post by Snake Man »

Vegetation objects normal / specular maps. Hmm first of all, do the vegetation only have normal maps (pink) and not the specular one (red), or?

When looking at the BIS bush/palm models they have two textures, a _CA and _NON named files. The first is the normal texture with alpha channel and second is the normal pink colored map.

RVMAT file for the vegetation in BIS setup looks like this:

Code: Select all

ambient[] = {1.0, 1.0, 1.0, 1.0};
diffuse[] = {0.7, 0.7, 0.7, 1.0};
forcedDiffuse[] = {0.3, 0.3, 0.3, 0.5};
emmisive[] = {0.0, 0.0, 0.0, 1.0};
specular[] = {0.04, 0.04, 0.04, 1.0};
specularPower = 16.0;
PixelShaderID = "NormalMapSpecularThrough";
VertexShaderID = "NormalMapSpecularThroughNoFade";

class Stage1
{
	texture = "vte_objects\tex\iban1_non.paa";
	uvSource = "tex";
	
	class uvTransform
	{
		aside[] = {1.0, 0.0, 0.0};
		up[] = {0.0, 1.0, 0.0};
		dir[] = {0.0, 0.0, 0.0};
		pos[] = {0, 0, 0};
	};
};

class Stage2
{
	texture = "#(ai,32,32,1)treeCrown(0.3)";
	uvSource = "none";
};

class Stage3
{
	texture = "#(ai,32,32,1)treeCrownAmb(0.3)";
	uvSource = "none";
};
So am I on the right track here so far?

Does anyone have any tips how to create vegetation normal/spec maps?
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Synide
2nd Lt
Posts: 76
Joined: 2003-11-18 19:14:51
Location: Wgtn, New Zealand

Post by Synide »

??

- _ca texture is a colour texture with alpha.
- _non texture is a normal map with with 'noise' in the alpha channel.

I don't think there is a specular map texture to supply the 'seed' for the shader's specularity because the specularity comes from the particular 'shader' being used and is based on the values in the material.

I'm not entirely certain what exactly the procedural texture stages do to the final output at this point in time.

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